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Still nothing promising about dynamic queues. Let's hope they just don't want to announce big changes during Blizzcon.
As for the new masteries, I initially welcomed them. I still think the runic masteries are great, though for 99% of the champions, it's no-brainer to which runic mastery to pick. I am, however, very very disappointed how they treated regular masteries. The idea of having tiers and having to decide between them is great, really. They only forgot one thing: MEANINGFUL CHOICES. Every tier should have double amount of masteries, so masteries can (not saying will) defy playstyles. I tried to make two test masteries for Janna and Leona. Both of them were painfully obvious, and every single choice was "do I wanna be stupid or efficent?". What's the point then?
I like the current masteries much more, because you can actually pull off some weird shit, which matters in the early game.
I also do not understand why they made the utility tree possibly a viable route for damage dealers, while if you are a tank or support, none of the offensive masteries are worth taking. Unless you are Rengar support or sth, but you know what I mean.
The teleport change is good, though I'd even increase the time you actually arrive to the target location. It should be around the same for tp-ing on a turret, because I believe with the non-reduceable cooldown on TP, and the immense weakness in top lane vs ignite/exhaust opponents (which indirectly means you have a much weaker mini-baron control) should make up for it that you can at least help your bot lane if they are dived.
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According to Riot, they didn't forget meaningful choices, they purposely didn't put them in.
+ Show Spoiler +So then after taking a look at the tree some of you may be thinking, “WTF MAN I PLAY AP JINX AND CLEARLY THE ONLY THING WORTH TAKING FOR ME HERE IS MASTERY X. MASTERIES DON’T MATTER! WHERE ARE MY MEANINGFUL CHOICES!?” Well... to be honest, that’s not the primary goal here. What we want is for every champion to feel like there’s a mastery path for them. More specifically, we’re hoping to draw out and amplify some of the cool things your champion’s kit does, instead of just loading on general power.
http://boards.na.leagueoflegends.com/en/c/developer-corner/mVU9AUuW-dev-blog-keystone-masteries-in-the-2016-season
Thanks to Inquisitor on the last page.
Just feels pointless. If you just want to give every champion a buff, just give your champion a buff... Its not like you player-base physically WANTS to jump through the hoop of filling out masteries where you don't even want them to make a choice. Its like having to go to block buster to rent a movie... no one wants that shit, so as soon it was available without having to Blockbuster just went out of business. If there was a few choices that were all potentially good (I actually like the current ones for this, change em all the time based on matchup / teamcomps), it is pretty sweet because the player gets a customization point.
Right now we dont have a customization point, just a hoop we have to jump through. Like going through customs at the end of your vacation.
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On November 05 2015 18:32 M2 wrote: I can't really understand the drama with dynamic Q, good players will be good solo and in groups, trolls and bad players will be bad in solo and groups, can't see anything change significantly, outside of the fact that when you want you can play with more friends, which is mostly a good alternative IMO That statement is rather stretching it. I mean, it's true, but you just can't shrink a huge problem into some absolutes like this.
On November 05 2015 22:58 Caiada wrote:Show nested quote +3) We've upgraded the Report System to completely wipe out the power of Premade 4 reports ganging up on a player, and given the solo player "equal power" reports in this scenario. Nice and simple, solves my biggest concern with 4mans. Knowing how premade 4 games can turn into a "who holds hostage who now?" shitfest certainly did not make me any more hopeful, lol.
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Been at reddit at least a week ago. Not that anyone would need it, because it requires no brain-power whatsoever. Even the runic masteries are painfully obvious, which is sad, because it would be fun if let's say when I pick a tank, I really have 3 meaningful choices among the 3 defensive runic masteries.
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Well, I disagree with you.
I think this new mastery system looks to be much better than the old system.
Pick a champion, I'll compare.
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Czech Republic11293 Posts
On November 07 2015 20:28 Ketara wrote: Well, I disagree with you.
I think this new mastery system looks to be much better than the old system.
Pick a champion, I'll compare. Rammus go
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The new sucks marginally less than the old one I literally never had a reason to change (lol meaningful choices), so that's nice.
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Actually think there's some real choices in the keystone masteries. They're not just different numbers but look like they actually will play out differently. There'll still be an accepted 'best' but that unavoidable.. I kind of like the changes.
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On November 08 2015 00:24 Kaethis wrote: Actually think there's some real choices in the keystone masteries. They're not just different numbers but look like they actually will play out differently. There'll still be an accepted 'best' but that unavoidable.. I kind of like the changes. I don't know the last one had more choices so I feel like you could vary things up a little bit whereas the new system looks like everything will follow exactly the same path.
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Okay, Rammus.
Here is Scips Rammus jungle page: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-0-3-0-1-3-0-0-0-1-0-0-0-0-0-0-0-0-0-0&tree2=2-0-0-2-1-3-1-1-1-3-0-0-1-1-0-0-3-1-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2
It's designed to do two things.
#1 - Be as tanky as possible.
#2 - Clear as fast as possible.
This page is, mathematically, the tankiest you can possibly be. The 9 points in offense are mathematically the greatest increases to Rammus's clear.
There are two theoretically possible changes you could make to this page:
#1 - Change Tenacious for 1 point in Perserverence, vs. an enemy team that does not have much in terms of crowd control. Teams that have little to no crowd control are theoretically possible, but in real games they basically do not exist.
#2 - Change Hardiness+Reinforced Armor to Resistance+Evasive. This would only be viable against a team that is all magic damage and has no ADC, because Reinforced Armor is so much better than Evasive mathematically. Teams with 5 APs and no ADCs are theoretically possible, but in real games they basically do not exist.
There's two key things that I'm stating in the analysis of this mastery page.
#1 - The masteries that give you the best damage / best tankiness is based on MATH. It is not debatable. There is no room for choice. We sat down and used math to figure out what was literally the best.
#2 - The room for variation is only there for games vs. team comps that are so rare as to not actually be useful variation.
As such, you can use this same mastery page for Rammus in every game ever, without thinking about it.
Here's the season 6 mastery build that Scip and I came up with for Rammus: http://efferentinc.com/wp-content/lol6calc/index.html#ClEClEKxK0CvK
So, first I want to talk about Keystone masteries.
The difference between Grasp of the Undying and Strength of the Ages I think is poor. This is somewhere where I think the new masteries could be improved upon.
Both of these masteries essentially do the same thing: They make you tankier by giving you more health. Based on what champion you are, one of them will be better than the other. Which one is better for Rammus? We don't know without doing some math on that. So while there is a technical choice, it is not necessarily a meaningful choice. One of them is going to be the best.
This is a criticism of the new system, and a fair one. However, as shown above, it's the same in the older system, where we would just use math to figure out what is the best.
However, Bond of Stone does something different than just make you tankier. It also makes your allies tankier.
In fact, Bond of Stone is likely to make you take more damage than you would otherwise, because even though you're getting damage reduction, allies who aren't as tanky as you will be sharing damage with you. But they will be taking less damage.
It's not hard to extrapolate this and think that hey, maybe my team comp has a diver who isn't going to be as tanky as me, but there's value in keeping them alive, such as an Irelia or a Fiora or something like that. In that case, maybe Bond of Stone is a good choice. Rammus is going to dive with Fiora, but the enemy team is likely going to burst Fiora, and a mastery that keeps Fiora alive longer is stronger than a mastery that keeps Rammus alive longer.
However, at the same time, maybe you're in a team comp where Rammus will be diving by himself. Maybe your other diver is actually going to be tankier than you, like a Malphite or a Sion or a Mundo or whatever. In that case, maybe Bond of Stone is not the best choice.
Or maybe it's based on preference and how selfish you want to be.
So even just with the keystone masteries there is some amount of potential variation. It's not great because two of the three are very similar, but there is a choice there and just in this one slot there's more choice than in the entirety of the previous mastery system.
However, there's also choices elsewhere in the tree, because they've been made exclusive. You can't just get all the best stuff.
For example:
Insight vs. Perserverence both masteries are good, but do totally different things, and can be more based on playstyle and preference. It's very easy to argue that increased summoner spell cooldown is just not very useful in real scenarios. It's also very easy to argue that it's extremely useful. It's not clear cut and it's not based on what is mathematically better.
Swiftness vs. Legendary Guardian can easily be based on how much CC is on the enemy team. This is similar to the look at Tenacious vs. Perserverence. However, it is much more pronounced here.
In season 5 you're looking at: 10% Tenacity vs. 0.35% missing health regen.
In season 6 you're looking at: 15% Tenacity vs. 10 Armor + 10 MR.
In season 5, the 1 point in Perserverence is so awful that it's really not much of a choice. The only reason you don't take Tenacious is if there is just no CC at all on the enemy team. But in season 6, Legendary Guardian, while not jaw drop amazing, is actually pretty good. So it's actually worth it to decide for yourself well, the enemy team has some CC, but really not all that much, I can get away with Legendary Guardian. Or maybe well, the enemy team has so many big slows that I really need Tenacious.
But the thing is this is not something that's clear and obvious (unless the team is a unicorn and has zero CC). It's based on preference. It's based on your intuition as a player of how much crowd control you'll be running into.
And as such it is straight up better than the previous system.
Now, there are some other choices that are false choices that I don't like as much, at least for Rammus.
Explorer vs. Tough Skin I think Tough Skin is pretty obviously better. Especially if Tough Skin works after resistances. If it works before resistances then Explorer is pretty obviously better, unless you need Tough Skin for early jungle clears. So this tier isn't so great.
Wanderer vs. Savagery for Rammus is just going to be whichever one clears faster, that can be done with math.
Secret Stash vs. Runic Affinity isn't a good choice for Rammus because Rammus needs Gromp buff so much that Runic Affinity becomes very high value.
Fury vs. Sorcery Fury is clearly better for clearing for Rammus, and as a jungler masteries that are better for clearing are going to be default higher value. The same goes for Double Edged Sword vs. Feast.
This is also all based on a defense oriented mastery page. If you wanted to go 21/9 on Rammus, we could make an 18/0/12 page that's also offense based. There's more choice there as well, mostly surrounding on if you want to do more single target damage or more AOE damage vs. the enemy team.
So, in conclusion, while the new mastery system could be better and isn't perfect, compared to the old one it is a big improvement for Rammus. We do have options now that are based on player preference and the individual game, whereas in the season 5 system if you deviated from this mastery page Scip posted, we could actually prove you mathematically incorrect.
New masteries are better than the old masteries Volband. Sorru.
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United States47024 Posts
The real question is why they swapped the display order of the 3 mastery trees.
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Because it's changed from Offense/Defense/Utility to Offense/Offense2/Defense.
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Kalista, Kennen, Kindred, Ezreal are unlikely to build crit/IE, Corki probably won't build IE early (and crits aren't a big part of his damage until super late game), and against champions such as Graves or Caitlyn, if the AoE on the enemy team (Ryze, Azir, Ziggs, etc.) is high enough, I'll still skip the crit-reducing mastery in favour of the AoE one.
Of course if you just dismiss all these cases by saying they never happen you can remove choices.
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On November 08 2015 01:42 Alaric wrote: Kalista, Kennen, Kindred, Ezreal are unlikely to build crit/IE, Corki probably won't build IE early (and crits aren't a big part of his damage until super late game), and against champions such as Graves or Caitlyn, if the AoE on the enemy team (Ryze, Azir, Ziggs, etc.) is high enough, I'll still skip the crit-reducing mastery in favour of the AoE one.
Of course if you just dismiss all these cases by saying they never happen you can remove choices.
And you would be mathematically wrong to do so, and we can prove that to you .
Esp on Rammus, who gets AD from Armor woo!
Besides, even if there were more of a case for Resistance than I advertised, there would still be more choice in the new mastery system. And it would be based on preference instead of being based on what is provably better.
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On November 08 2015 01:45 Ketara wrote:Show nested quote +On November 08 2015 01:42 Alaric wrote: Kalista, Kennen, Kindred, Ezreal are unlikely to build crit/IE, Corki probably won't build IE early (and crits aren't a big part of his damage until super late game), and against champions such as Graves or Caitlyn, if the AoE on the enemy team (Ryze, Azir, Ziggs, etc.) is high enough, I'll still skip the crit-reducing mastery in favour of the AoE one.
Of course if you just dismiss all these cases by saying they never happen you can remove choices. And you would be mathematically wrong to do so, and we can prove that to you  . Esp on Rammus, who gets AD from Armor woo! Besides, even if there were more of a case for Resistance than I advertised, there would still be more choice in the new mastery system. And it would be based on preference instead of being based on what is provably better.
I really wonder how you could prove that. Like, even if you go through with the numbers, what would be the plan?
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On November 08 2015 01:45 Ketara wrote:Show nested quote +On November 08 2015 01:42 Alaric wrote: Kalista, Kennen, Kindred, Ezreal are unlikely to build crit/IE, Corki probably won't build IE early (and crits aren't a big part of his damage until super late game), and against champions such as Graves or Caitlyn, if the AoE on the enemy team (Ryze, Azir, Ziggs, etc.) is high enough, I'll still skip the crit-reducing mastery in favour of the AoE one.
Of course if you just dismiss all these cases by saying they never happen you can remove choices. And you would be mathematically wrong to do so, and we can prove that to you  . Esp on Rammus, who gets AD from Armor woo! Besides, even if there were more of a case for Resistance than I advertised, there would still be more choice in the new mastery system. And it would be based on preference instead of being based on what is provably better. Rammus gets AD from armour, not from one point in the mastery that reduces crit damage, you're warping things again (and talking about 1.25 AD).
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You would look at an enemy team comp, look at what it's calculatable damage output would be, and then pick which masteries reduce that amount the most.
So while its a choice, its not really a choice. One is better than the other.
Not all of the choices in all mastery slots are real choices for every champion, but I'm arguing that at least for the majority of champions the number of real choices will improve in the new system.
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United States47024 Posts
On November 08 2015 01:38 Ketara wrote: Because it's changed from Offense/Defense/Utility to Offense/Offense2/Defense. Cunning has more overlap with the old Utility tree than any sort of "offensive" masteries. More than half of the masteries in it are "utility".
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Czech Republic11293 Posts
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